using UnityEngine;

namespace UbiArt.ITF {
	[Games(GameFlags.RO)]
	public partial class Ray_DanceStoneComponent_Template : CSerializable {
		public int dancerShouldFlip;
		public Placeholder upTempo;
		public Placeholder downTempo;
		public float syncRatio;
		public float syncOffset;
		public uint numTemposToUnlock;
		public float distXSnap;
		public float distYSnap;
		public uint numLumNormalReward;
		public uint numLumPowerReward;
		protected override void SerializeImpl(CSerializerObject s) {
			base.SerializeImpl(s);
			dancerShouldFlip = s.Serialize<int>(dancerShouldFlip, name: "dancerShouldFlip");
			upTempo = s.SerializeObject<Placeholder>(upTempo, name: "upTempo");
			downTempo = s.SerializeObject<Placeholder>(downTempo, name: "downTempo");
			syncRatio = s.Serialize<float>(syncRatio, name: "syncRatio");
			syncOffset = s.Serialize<float>(syncOffset, name: "syncOffset");
			numTemposToUnlock = s.Serialize<uint>(numTemposToUnlock, name: "numTemposToUnlock");
			distXSnap = s.Serialize<float>(distXSnap, name: "distXSnap");
			distYSnap = s.Serialize<float>(distYSnap, name: "distYSnap");
			numLumNormalReward = s.Serialize<uint>(numLumNormalReward, name: "numLumNormalReward");
			numLumPowerReward = s.Serialize<uint>(numLumPowerReward, name: "numLumPowerReward");
		}
		public override uint? ClassCRC => 0xA0D4FA77;
	}
}

